Updated today
by AhmedTahaAtiya
universal-modder-unrestricted
Community fork of rehan-remade/universal-modder with the built-in agent guardrail text removed. Same skills, tools and knowledge base; no guardrail layer.
13 GitHub stars (13)
+13 in 10 days
| Period | New stars |
|---|---|
| Oct 17 | +2 |
- 12 skills (12 skills found in its SKILL.md files)
- 2 forks (2 forks)
- Today last update (Last updated today)
Install
Skills CLI
npx skills add AhmedTahaAtiya/universal-modder-unrestricted
Asks which skills and agents to install. Just one: npx skills add AhmedTahaAtiya/universal-modder-unrestricted --skill asset-pipeline — add -g for every project.
Claude Code
git clone https://github.com/AhmedTahaAtiya/universal-modder-unrestrictedcp -r "universal-modder-unrestricted/skills/asset-pipeline" ~/.claude/skills/
Copies the asset-pipeline skill into ~/.claude/skills/ for every project (use .claude/skills/ for one project). Repeat for the other skills listed below.
Plugin
/plugin marketplace add AhmedTahaAtiya/universal-modder-unrestricted
Run inside Claude Code if the repository ships a plugin marketplace, then pick plugins from /plugin.
Skills can run code on your machine — read the SKILL.md first.
What it does
In the author's own words, from each skill's SKILL.md — showing the first 12 of 36 files.
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asset-pipeline
Turn generated or hand-made art into exactly what a game engine loads. Covers sprite cutout, trim and nearest-neighbour fitting to frame sizes, pixelation to a palette, sprite sheets and strips, player/team-colour masks, seamless textures, and rendering a 3D model into sprite frames from the game's own camera (isometric/RTS 8 or 16 headings, side view, top-down) with Blender. Use after generating…
skills/asset-pipeline/SKILL.md on GitHub (opens in a new tab) -
fal-assets
Generate game assets with fal (fal.ai) through the fal MCP server, the `um fal` CLI (REST) or `fal api`. Covers sprites and icons with transparent backgrounds, consistent variants and animation frames, pixel art, seamless textures, PBR material maps, image-to-3D models, remeshing, auto-rigging, sound effects, music, voice lines, and trailer or cutscene video. Use whenever a mod needs new art, aud…
skills/fal-assets/SKILL.md on GitHub (opens in a new tab) -
game-automation
Launch, see and drive a real game so an agent can test its own mods. Covers launching via Steam or the exe, windowed mode at a fixed size, screenshots of the game window (GPU-safe capture), clicking and typing into menus, holding keys, relative mouse, crash-reporter cleanup, killing by PID, reading logs, scripted test scenes, and an in-game JSON bridge that lets an agent observe and act. Windows-…
skills/game-automation/SKILL.md on GitHub (opens in a new tab) -
game-recon
Figure out how a specific installed game can be modded, before writing any mod code. Covers where it's installed, the engine and version, managed vs native code, anti-cheat, loaders already present, save and config folders, and the community's modding route. Use when the user asks "can I mod <game>?", "what engine is <game>", "how do people mod <game>", or at the start of any modding task. Produc…
skills/game-recon/SKILL.md on GitHub (opens in a new tab) -
game-research-websearch
Research a game, engine or modding technique on the open web with archive-aware, rate-limit-safe searches — Wayback Machine/archive.today for dead forums (XeNTaX, Zenhax, old threads), GitHub code/repo search, Nexus/Steam Workshop/Thunderstore APIs, Reddit JSON, YouTube transcripts, plus archive snapshots as evidence. Use when starting work on a game ("how did people mod X before?"), when a docum…
skills/game-research-websearch/SKILL.md on GitHub (opens in a new tab) -
mashup-mods
Build cross-game mashups and total conversions, the "Minecraft inside Elden Ring" or "skateboarding in MW2" kind. Covers passthrough mods (two games running at once and exchanging state, rendering and collision), porting one game's content or mechanics into another, embedding a decompiled game as a library, and clean reimplementations that read the user's own game files. Use when the user wants t…
skills/mashup-mods/SKILL.md on GitHub (opens in a new tab) -
mod-any-game
Mod a PC game the user owns, taking an idea to working in the real game and recorded. It covers new items, weapons, enemies, bosses, units, civilizations, mechanics, art, sound, VR and cross-game mashups. Use when the user wants to mod, extend, hack on, reverse engineer or mash up a game ("add a nuke to Terraria", "make a new civ for Age of Empires", "put Minecraft inside X", "can I mod this game…
skills/mod-any-game/SKILL.md on GitHub (opens in a new tab) -
port-a-mod
Port an existing mod to a newer game version or another mod loader while keeping its behaviour, values and quirks. Typical cases are an old Forge 1.7.10 or 1.12 Minecraft mod moving to modern Fabric or NeoForge, a Skyrim LE plugin moving to SE/AE, or a tModLoader 1.3 mod moving to 1.4. It covers pinning one source version, a private decompiled reference, an adaptation matrix, extracting the mod's…
skills/port-a-mod/SKILL.md on GitHub (opens in a new tab) -
publish-mod
Package and release a finished game mod. Covers the pre-release lint (no game files, decompiled code or leaked keys), README and install steps, credits and AI disclosure, versioning, where to upload (Nexus Mods, Steam Workshop, Thunderstore, mod.io, GitHub releases), and the post with a video. Use when the user wants to ship, share, upload, release or post a mod.
skills/publish-mod/SKILL.md on GitHub (opens in a new tab) -
reverse-engineering
Read how a game actually works so a mod can hook it. Decompile .NET/Mono (ILSpy), IL2CPP (Cpp2IL, Il2CppDumper), Java (Vineflower) and native code (Ghidra, IDA, via REA's MCP or your own); dump data and asset formats; reverse-engineer a binary file format and prove it with a round trip; read live memory and drive a debugger (REA, Cheat Engine, Frida, x64dbg); find render passes (RenderDoc). Use w…
skills/reverse-engineering/SKILL.md on GitHub (opens in a new tab) -
share-field-notes
Search and contribute to the shared AI-modding knowledge base, where field notes record how specific games were modded, decompiled or reverse-engineered (exact versions, route, engine facts, verification, gotchas). Use before starting work on a game ("has anyone modded X?"), when stuck on an engine quirk, and at the end of any modding or reverse-engineering session to write up what was learned an…
skills/share-field-notes/SKILL.md on GitHub (opens in a new tab) -
showcase-video
Record and cut a short showcase video of a game mod, or a compilation of clips, ready to post on X/YouTube. Records the game window with only the game's own audio, picks moments from contact sheets, and edits with one-line animated titles, creator credits, transitions, music, watermark and fade-out via an EDL JSON. Use when the user wants a demo video, trailer, clip or montage of a mod, or wants…
skills/showcase-video/SKILL.md on GitHub (opens in a new tab)
No skill matches that filter.
Review before you install
A skill is a set of instructions and scripts your agent will follow, and it can run code on your machine. Read the SKILL.md and any scripts first — this listing is not a security review.